Tiberian
Sun is the sequel to the original Command and Conquer, continuing the
story of the GDI/NOD conflict. It’s set in a bleak future in a
world ravaged by the spread of tiberian – perfectly reflected in
the game through its gloomy environments and sound.
Despite
the incredibly cheesy live action cut scenes, this is a far more
sombre and serious title than the original in terms of story, visuals
and gameplay. It has a very different look and feel compared to C&C,
and not just because of its new isometric camera view.
The
atmosphere is fantastic. The maps are murky and … dirty. This is a
world where tiberian won, not NOD or GDI. Cities are in a state of
ruin. Bridges are collapsed. Ion storms cause havoc with technology.
And
now we have a third faction to contend with – the mutants. Known as
‘The Forgotten’ these are people who have been exposed to
tiberian and mutated as a result. They appear during both NOD and GDI
campaigns as either enemies or allies.
Unlike
the first C&C, you’re not playing as a faceless commander, but
as two named characters. For GDI you’re the ultimate badass
‘McNeil’ played by a bored looking Michael Biehn. For NOD, you’re
‘Slavik’ who is a hardcore Kane groupie and always does as he’s
told which doesn’t make him particularly interesting.
The
story is a little disjointed, with cut-scenes not always following on
logically from the actual missions. I’m assuming this is because
they began filming the cut-scenes before they’d fully planned the
actual campaigns. It results in a strange disconnect between some of
the live action scenes and some of the subsequent missions.
There
are entirely new units and buildings in Tiberian Sun, although many
are based on those in the original in an upgraded form. Several units
have secondary functions, such as the Nod tank that can dig itself
into a hole to become a fixed and partially shielded cannon
emplacement.
Like
the first game, GDI units tend to be more slow, powerful and
expensive, whilst the NOD units are cheap, fast and weak.
Unfortunately, like the first game, it’s also far easier and more
efficient to simply spam a couple of unit types in order to win. Unit
balance certainly isn’t a strong point. Thankfully, Tiberian Sun
does a far better job of providing variety throughout its missions.
It
also provides a degree of player choice, with optional missions to
undertake that will impact the ‘main’ mission to a limited
degree, such as destroying a small supply base in order to prevent
reinforcements during your main assault. There’s also more what you
might call ‘mini-missions’ which don’t revolve around base
building, but using a limited number of units to complete a specific
objective.
I’ve
never been a great fan of these types of missions in RTS, as they
tend to devolve into a lot of ‘save scum’ because every unit is
too valuable to lose. You end up exploring the hidden map to see
what’s ahead and then reload until you find the ‘safe’ path to
your objective. Not terribly exciting, and Tiberian Sun has a little
too many missions like this for my taste.
But
overall, I did enjoy the campaigns, probably the GDI campaign more
than NOD because Slavik was such a dull git. The unit variety is
decent, even if you’ll rarely make full use of it. The visuals are
nice. The story is a little weak but Kane is always fun to watch.
Tiberian Sun is better than the original. It’s a solid and
enjoyable RTS, but I’d rate it as good
rather than great.
Red
Alert 2 is generally regarded as the best of the Command Conquer
franchise. It’s the game that shifted the tone of the Red Alert
series away from sombre and serious into over the top and silly,
creating a clear distinction between it and the GDI/NOD games.
This
is reflected in both its story and gameplay. It’s bright, colourful
and extremely enjoyable to play. The faction rosters are excellent,
offering a diverse range of units ranging from the expected soldiers
and tanks, to the rather more fanciful psychics and giant squids. The
soviets certainly get the best toys which makes their campaign the
most fun.
That
said, I do prefer the allies campaign in terms of story. Because the
allies get Tanya and as much as I like RA1 Tanya, the Tanya of RA2 is
easily best Tanya.
In
terms of graphics, sound and animation, RA2 still looks and sounds
fantastic. The missions offer a decent variety of maps and
objectives. Unit balance is pretty good. If I had one main complaint
about Red Alert 2, it would be its length.
Several
missions, particularly in the allies campaign, can be completed in as
little as 8-10 minutes. Red Alert 2 is faster paced than the
original – which is something I like – but it does result in missions
that end rather abruptly. It really would have benefited by having
more multi-objective missions and maps that expand when certain
objectives are met.
Some
of the maps feel quite small and it’s far too easy to spam and rush
your way to victory. If you’re playing Red Alert 2, you really need
to play it with its excellent expansion – Yuri’s Revenge –
otherwise it may feel a little short and unsatisfying.
I
don’t have much more to say about Red Alert 2. It’s easily one
of, if not the best game in the Command and Conquer series with great
story, graphics, sound and excellent gameplay. Just be sure to play
it with its expansion. Up next? Tiberium Wars versus Red Alert 3.
FINAL SCORE
Tiberian
Sun – 7/10
Red
Alert 2– 8/10
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